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Question by EytanTKing · Mar 02, 2011 at 08:05 PM · fpsgunflameflamethrower

Flamethrower help

I'm creating a fps game I've created and scripted guns, but I have some trouble, I want to make a flamethrower that will create fire instead of throwing flames? script:

var projectile : Rigidbody; var initialSpeed = 20.0; var reloadTime = 0.1; var flames = 20; private var lastShot = -10.0;

function Fire () { // Did the time exceed the reload time? if (Time.time > reloadTime + lastShot && ammoCount > 0) { // create a new projectile, use the same position and rotation as the Launcher. var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, transform.rotation);

// Give it an initial forward velocity. The direction is along the z-axis of the missile launcher's transform. instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));

// Ignore collisions between the missile and the character controller Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);

lastShot = Time.time; flames--;

} }

do I just remove the

var initialSpeed = 20.0;

and the

  // Give it an initial forward velocity. The direction is along the z-axis of the missile launcher's transform.
  instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));

?

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avatar image AngryOldMan · Mar 02, 2011 at 10:35 PM 0
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How do you mean create fire ins$$anonymous$$d of throw flames? If you take out those lines your projectile will be spawned and stay still (unless your rigidbody has gravity in which case it will fall)

avatar image lampshade · Mar 02, 2011 at 10:42 PM 0
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Have you tried holding down a button, while incrementing a varaible and gradually increase/decrease a particle size? Just a suggestion :)

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